TDSLoader.js 24 KB

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  1. /**
  2. * Autodesk 3DS three.js file loader, based on lib3ds.
  3. *
  4. * Loads geometry with uv and materials basic properties with texture support.
  5. *
  6. * @class TDSLoader
  7. * @constructor
  8. */
  9. THREE.TDSLoader = function ( manager ) {
  10. THREE.Loader.call( this, manager );
  11. this.debug = false;
  12. this.group = null;
  13. this.position = 0;
  14. this.materials = [];
  15. this.meshes = [];
  16. };
  17. THREE.TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  18. constructor: THREE.TDSLoader,
  19. /**
  20. * Load 3ds file from url.
  21. *
  22. * @method load
  23. * @param {[type]} url URL for the file.
  24. * @param {Function} onLoad onLoad callback, receives group Object3D as argument.
  25. * @param {Function} onProgress onProgress callback.
  26. * @param {Function} onError onError callback.
  27. */
  28. load: function ( url, onLoad, onProgress, onError ) {
  29. var scope = this;
  30. var path = ( this.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
  31. var loader = new THREE.FileLoader( this.manager );
  32. loader.setPath( this.path );
  33. loader.setResponseType( 'arraybuffer' );
  34. loader.setRequestHeader( this.requestHeader );
  35. loader.setWithCredentials( this.withCredentials );
  36. loader.load( url, function ( data ) {
  37. try {
  38. onLoad( scope.parse( data, path ) );
  39. } catch ( e ) {
  40. if ( onError ) {
  41. onError( e );
  42. } else {
  43. console.error( e );
  44. }
  45. scope.manager.itemError( url );
  46. }
  47. }, onProgress, onError );
  48. },
  49. /**
  50. * Parse arraybuffer data and load 3ds file.
  51. *
  52. * @method parse
  53. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  54. * @param {String} path Path for external resources.
  55. * @return {Group} Group loaded from 3ds file.
  56. */
  57. parse: function ( arraybuffer, path ) {
  58. this.group = new THREE.Group();
  59. this.position = 0;
  60. this.materials = [];
  61. this.meshes = [];
  62. this.readFile( arraybuffer, path );
  63. for ( var i = 0; i < this.meshes.length; i ++ ) {
  64. this.group.add( this.meshes[ i ] );
  65. }
  66. return this.group;
  67. },
  68. /**
  69. * Decode file content to read 3ds data.
  70. *
  71. * @method readFile
  72. * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
  73. * @param {String} path Path for external resources.
  74. */
  75. readFile: function ( arraybuffer, path ) {
  76. var data = new DataView( arraybuffer );
  77. var chunk = this.readChunk( data );
  78. if ( chunk.id === MLIBMAGIC || chunk.id === CMAGIC || chunk.id === M3DMAGIC ) {
  79. var next = this.nextChunk( data, chunk );
  80. while ( next !== 0 ) {
  81. if ( next === M3D_VERSION ) {
  82. var version = this.readDWord( data );
  83. this.debugMessage( '3DS file version: ' + version );
  84. } else if ( next === MDATA ) {
  85. this.resetPosition( data );
  86. this.readMeshData( data, path );
  87. } else {
  88. this.debugMessage( 'Unknown main chunk: ' + next.toString( 16 ) );
  89. }
  90. next = this.nextChunk( data, chunk );
  91. }
  92. }
  93. this.debugMessage( 'Parsed ' + this.meshes.length + ' meshes' );
  94. },
  95. /**
  96. * Read mesh data chunk.
  97. *
  98. * @method readMeshData
  99. * @param {Dataview} data Dataview in use.
  100. * @param {String} path Path for external resources.
  101. */
  102. readMeshData: function ( data, path ) {
  103. var chunk = this.readChunk( data );
  104. var next = this.nextChunk( data, chunk );
  105. while ( next !== 0 ) {
  106. if ( next === MESH_VERSION ) {
  107. var version = + this.readDWord( data );
  108. this.debugMessage( 'Mesh Version: ' + version );
  109. } else if ( next === MASTER_SCALE ) {
  110. var scale = this.readFloat( data );
  111. this.debugMessage( 'Master scale: ' + scale );
  112. this.group.scale.set( scale, scale, scale );
  113. } else if ( next === NAMED_OBJECT ) {
  114. this.debugMessage( 'Named Object' );
  115. this.resetPosition( data );
  116. this.readNamedObject( data );
  117. } else if ( next === MAT_ENTRY ) {
  118. this.debugMessage( 'Material' );
  119. this.resetPosition( data );
  120. this.readMaterialEntry( data, path );
  121. } else {
  122. this.debugMessage( 'Unknown MDATA chunk: ' + next.toString( 16 ) );
  123. }
  124. next = this.nextChunk( data, chunk );
  125. }
  126. },
  127. /**
  128. * Read named object chunk.
  129. *
  130. * @method readNamedObject
  131. * @param {Dataview} data Dataview in use.
  132. */
  133. readNamedObject: function ( data ) {
  134. var chunk = this.readChunk( data );
  135. var name = this.readString( data, 64 );
  136. chunk.cur = this.position;
  137. var next = this.nextChunk( data, chunk );
  138. while ( next !== 0 ) {
  139. if ( next === N_TRI_OBJECT ) {
  140. this.resetPosition( data );
  141. var mesh = this.readMesh( data );
  142. mesh.name = name;
  143. this.meshes.push( mesh );
  144. } else {
  145. this.debugMessage( 'Unknown named object chunk: ' + next.toString( 16 ) );
  146. }
  147. next = this.nextChunk( data, chunk );
  148. }
  149. this.endChunk( chunk );
  150. },
  151. /**
  152. * Read material data chunk and add it to the material list.
  153. *
  154. * @method readMaterialEntry
  155. * @param {Dataview} data Dataview in use.
  156. * @param {String} path Path for external resources.
  157. */
  158. readMaterialEntry: function ( data, path ) {
  159. var chunk = this.readChunk( data );
  160. var next = this.nextChunk( data, chunk );
  161. var material = new THREE.MeshPhongMaterial();
  162. while ( next !== 0 ) {
  163. if ( next === MAT_NAME ) {
  164. material.name = this.readString( data, 64 );
  165. this.debugMessage( ' Name: ' + material.name );
  166. } else if ( next === MAT_WIRE ) {
  167. this.debugMessage( ' Wireframe' );
  168. material.wireframe = true;
  169. } else if ( next === MAT_WIRE_SIZE ) {
  170. var value = this.readByte( data );
  171. material.wireframeLinewidth = value;
  172. this.debugMessage( ' Wireframe Thickness: ' + value );
  173. } else if ( next === MAT_TWO_SIDE ) {
  174. material.side = THREE.DoubleSide;
  175. this.debugMessage( ' DoubleSided' );
  176. } else if ( next === MAT_ADDITIVE ) {
  177. this.debugMessage( ' Additive Blending' );
  178. material.blending = THREE.AdditiveBlending;
  179. } else if ( next === MAT_DIFFUSE ) {
  180. this.debugMessage( ' Diffuse Color' );
  181. material.color = this.readColor( data );
  182. } else if ( next === MAT_SPECULAR ) {
  183. this.debugMessage( ' Specular Color' );
  184. material.specular = this.readColor( data );
  185. } else if ( next === MAT_AMBIENT ) {
  186. this.debugMessage( ' Ambient color' );
  187. material.color = this.readColor( data );
  188. } else if ( next === MAT_SHININESS ) {
  189. var shininess = this.readWord( data );
  190. material.shininess = shininess;
  191. this.debugMessage( ' Shininess : ' + shininess );
  192. } else if ( next === MAT_TRANSPARENCY ) {
  193. var opacity = this.readWord( data );
  194. material.opacity = opacity * 0.01;
  195. this.debugMessage( ' Opacity : ' + opacity );
  196. material.transparent = opacity < 100 ? true : false;
  197. } else if ( next === MAT_TEXMAP ) {
  198. this.debugMessage( ' ColorMap' );
  199. this.resetPosition( data );
  200. material.map = this.readMap( data, path );
  201. } else if ( next === MAT_BUMPMAP ) {
  202. this.debugMessage( ' BumpMap' );
  203. this.resetPosition( data );
  204. material.bumpMap = this.readMap( data, path );
  205. } else if ( next === MAT_OPACMAP ) {
  206. this.debugMessage( ' OpacityMap' );
  207. this.resetPosition( data );
  208. material.alphaMap = this.readMap( data, path );
  209. } else if ( next === MAT_SPECMAP ) {
  210. this.debugMessage( ' SpecularMap' );
  211. this.resetPosition( data );
  212. material.specularMap = this.readMap( data, path );
  213. } else {
  214. this.debugMessage( ' Unknown material chunk: ' + next.toString( 16 ) );
  215. }
  216. next = this.nextChunk( data, chunk );
  217. }
  218. this.endChunk( chunk );
  219. this.materials[ material.name ] = material;
  220. },
  221. /**
  222. * Read mesh data chunk.
  223. *
  224. * @method readMesh
  225. * @param {Dataview} data Dataview in use.
  226. * @return {Mesh} The parsed mesh.
  227. */
  228. readMesh: function ( data ) {
  229. var chunk = this.readChunk( data );
  230. var next = this.nextChunk( data, chunk );
  231. var geometry = new THREE.BufferGeometry();
  232. var uvs = [];
  233. var material = new THREE.MeshPhongMaterial();
  234. var mesh = new THREE.Mesh( geometry, material );
  235. mesh.name = 'mesh';
  236. while ( next !== 0 ) {
  237. if ( next === POINT_ARRAY ) {
  238. var points = this.readWord( data );
  239. this.debugMessage( ' Vertex: ' + points );
  240. //BufferGeometry
  241. var vertices = [];
  242. for ( var i = 0; i < points; i ++ ) {
  243. vertices.push( this.readFloat( data ) );
  244. vertices.push( this.readFloat( data ) );
  245. vertices.push( this.readFloat( data ) );
  246. }
  247. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  248. } else if ( next === FACE_ARRAY ) {
  249. this.resetPosition( data );
  250. this.readFaceArray( data, mesh );
  251. } else if ( next === TEX_VERTS ) {
  252. var texels = this.readWord( data );
  253. this.debugMessage( ' UV: ' + texels );
  254. //BufferGeometry
  255. var uvs = [];
  256. for ( var i = 0; i < texels; i ++ ) {
  257. uvs.push( this.readFloat( data ) );
  258. uvs.push( this.readFloat( data ) );
  259. }
  260. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  261. } else if ( next === MESH_MATRIX ) {
  262. this.debugMessage( ' Tranformation Matrix (TODO)' );
  263. var values = [];
  264. for ( var i = 0; i < 12; i ++ ) {
  265. values[ i ] = this.readFloat( data );
  266. }
  267. var matrix = new THREE.Matrix4();
  268. //X Line
  269. matrix.elements[ 0 ] = values[ 0 ];
  270. matrix.elements[ 1 ] = values[ 6 ];
  271. matrix.elements[ 2 ] = values[ 3 ];
  272. matrix.elements[ 3 ] = values[ 9 ];
  273. //Y Line
  274. matrix.elements[ 4 ] = values[ 2 ];
  275. matrix.elements[ 5 ] = values[ 8 ];
  276. matrix.elements[ 6 ] = values[ 5 ];
  277. matrix.elements[ 7 ] = values[ 11 ];
  278. //Z Line
  279. matrix.elements[ 8 ] = values[ 1 ];
  280. matrix.elements[ 9 ] = values[ 7 ];
  281. matrix.elements[ 10 ] = values[ 4 ];
  282. matrix.elements[ 11 ] = values[ 10 ];
  283. //W Line
  284. matrix.elements[ 12 ] = 0;
  285. matrix.elements[ 13 ] = 0;
  286. matrix.elements[ 14 ] = 0;
  287. matrix.elements[ 15 ] = 1;
  288. matrix.transpose();
  289. var inverse = new THREE.Matrix4();
  290. inverse.getInverse( matrix );
  291. geometry.applyMatrix4( inverse );
  292. matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  293. } else {
  294. this.debugMessage( ' Unknown mesh chunk: ' + next.toString( 16 ) );
  295. }
  296. next = this.nextChunk( data, chunk );
  297. }
  298. this.endChunk( chunk );
  299. geometry.computeVertexNormals();
  300. return mesh;
  301. },
  302. /**
  303. * Read face array data chunk.
  304. *
  305. * @method readFaceArray
  306. * @param {Dataview} data Dataview in use.
  307. * @param {Mesh} mesh Mesh to be filled with the data read.
  308. */
  309. readFaceArray: function ( data, mesh ) {
  310. var chunk = this.readChunk( data );
  311. var faces = this.readWord( data );
  312. this.debugMessage( ' Faces: ' + faces );
  313. var index = [];
  314. for ( var i = 0; i < faces; ++ i ) {
  315. index.push( this.readWord( data ), this.readWord( data ), this.readWord( data ) );
  316. this.readWord( data ); // visibility
  317. }
  318. mesh.geometry.setIndex( index );
  319. //The rest of the FACE_ARRAY chunk is subchunks
  320. while ( this.position < chunk.end ) {
  321. var chunk = this.readChunk( data );
  322. if ( chunk.id === MSH_MAT_GROUP ) {
  323. this.debugMessage( ' Material Group' );
  324. this.resetPosition( data );
  325. var group = this.readMaterialGroup( data );
  326. var material = this.materials[ group.name ];
  327. if ( material !== undefined ) {
  328. mesh.material = material;
  329. if ( material.name === '' ) {
  330. material.name = mesh.name;
  331. }
  332. }
  333. } else {
  334. this.debugMessage( ' Unknown face array chunk: ' + chunk.toString( 16 ) );
  335. }
  336. this.endChunk( chunk );
  337. }
  338. this.endChunk( chunk );
  339. },
  340. /**
  341. * Read texture map data chunk.
  342. *
  343. * @method readMap
  344. * @param {Dataview} data Dataview in use.
  345. * @param {String} path Path for external resources.
  346. * @return {Texture} Texture read from this data chunk.
  347. */
  348. readMap: function ( data, path ) {
  349. var chunk = this.readChunk( data );
  350. var next = this.nextChunk( data, chunk );
  351. var texture = {};
  352. var loader = new THREE.TextureLoader( this.manager );
  353. loader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  354. while ( next !== 0 ) {
  355. if ( next === MAT_MAPNAME ) {
  356. var name = this.readString( data, 128 );
  357. texture = loader.load( name );
  358. this.debugMessage( ' File: ' + path + name );
  359. } else if ( next === MAT_MAP_UOFFSET ) {
  360. texture.offset.x = this.readFloat( data );
  361. this.debugMessage( ' OffsetX: ' + texture.offset.x );
  362. } else if ( next === MAT_MAP_VOFFSET ) {
  363. texture.offset.y = this.readFloat( data );
  364. this.debugMessage( ' OffsetY: ' + texture.offset.y );
  365. } else if ( next === MAT_MAP_USCALE ) {
  366. texture.repeat.x = this.readFloat( data );
  367. this.debugMessage( ' RepeatX: ' + texture.repeat.x );
  368. } else if ( next === MAT_MAP_VSCALE ) {
  369. texture.repeat.y = this.readFloat( data );
  370. this.debugMessage( ' RepeatY: ' + texture.repeat.y );
  371. } else {
  372. this.debugMessage( ' Unknown map chunk: ' + next.toString( 16 ) );
  373. }
  374. next = this.nextChunk( data, chunk );
  375. }
  376. this.endChunk( chunk );
  377. return texture;
  378. },
  379. /**
  380. * Read material group data chunk.
  381. *
  382. * @method readMaterialGroup
  383. * @param {Dataview} data Dataview in use.
  384. * @return {Object} Object with name and index of the object.
  385. */
  386. readMaterialGroup: function ( data ) {
  387. this.readChunk( data );
  388. var name = this.readString( data, 64 );
  389. var numFaces = this.readWord( data );
  390. this.debugMessage( ' Name: ' + name );
  391. this.debugMessage( ' Faces: ' + numFaces );
  392. var index = [];
  393. for ( var i = 0; i < numFaces; ++ i ) {
  394. index.push( this.readWord( data ) );
  395. }
  396. return { name: name, index: index };
  397. },
  398. /**
  399. * Read a color value.
  400. *
  401. * @method readColor
  402. * @param {DataView} data Dataview.
  403. * @return {Color} Color value read..
  404. */
  405. readColor: function ( data ) {
  406. var chunk = this.readChunk( data );
  407. var color = new THREE.Color();
  408. if ( chunk.id === COLOR_24 || chunk.id === LIN_COLOR_24 ) {
  409. var r = this.readByte( data );
  410. var g = this.readByte( data );
  411. var b = this.readByte( data );
  412. color.setRGB( r / 255, g / 255, b / 255 );
  413. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  414. } else if ( chunk.id === COLOR_F || chunk.id === LIN_COLOR_F ) {
  415. var r = this.readFloat( data );
  416. var g = this.readFloat( data );
  417. var b = this.readFloat( data );
  418. color.setRGB( r, g, b );
  419. this.debugMessage( ' Color: ' + color.r + ', ' + color.g + ', ' + color.b );
  420. } else {
  421. this.debugMessage( ' Unknown color chunk: ' + chunk.toString( 16 ) );
  422. }
  423. this.endChunk( chunk );
  424. return color;
  425. },
  426. /**
  427. * Read next chunk of data.
  428. *
  429. * @method readChunk
  430. * @param {DataView} data Dataview.
  431. * @return {Object} Chunk of data read.
  432. */
  433. readChunk: function ( data ) {
  434. var chunk = {};
  435. chunk.cur = this.position;
  436. chunk.id = this.readWord( data );
  437. chunk.size = this.readDWord( data );
  438. chunk.end = chunk.cur + chunk.size;
  439. chunk.cur += 6;
  440. return chunk;
  441. },
  442. /**
  443. * Set position to the end of the current chunk of data.
  444. *
  445. * @method endChunk
  446. * @param {Object} chunk Data chunk.
  447. */
  448. endChunk: function ( chunk ) {
  449. this.position = chunk.end;
  450. },
  451. /**
  452. * Move to the next data chunk.
  453. *
  454. * @method nextChunk
  455. * @param {DataView} data Dataview.
  456. * @param {Object} chunk Data chunk.
  457. */
  458. nextChunk: function ( data, chunk ) {
  459. if ( chunk.cur >= chunk.end ) {
  460. return 0;
  461. }
  462. this.position = chunk.cur;
  463. try {
  464. var next = this.readChunk( data );
  465. chunk.cur += next.size;
  466. return next.id;
  467. } catch ( e ) {
  468. this.debugMessage( 'Unable to read chunk at ' + this.position );
  469. return 0;
  470. }
  471. },
  472. /**
  473. * Reset dataview position.
  474. *
  475. * @method resetPosition
  476. */
  477. resetPosition: function () {
  478. this.position -= 6;
  479. },
  480. /**
  481. * Read byte value.
  482. *
  483. * @method readByte
  484. * @param {DataView} data Dataview to read data from.
  485. * @return {Number} Data read from the dataview.
  486. */
  487. readByte: function ( data ) {
  488. var v = data.getUint8( this.position, true );
  489. this.position += 1;
  490. return v;
  491. },
  492. /**
  493. * Read 32 bit float value.
  494. *
  495. * @method readFloat
  496. * @param {DataView} data Dataview to read data from.
  497. * @return {Number} Data read from the dataview.
  498. */
  499. readFloat: function ( data ) {
  500. try {
  501. var v = data.getFloat32( this.position, true );
  502. this.position += 4;
  503. return v;
  504. } catch ( e ) {
  505. this.debugMessage( e + ' ' + this.position + ' ' + data.byteLength );
  506. }
  507. },
  508. /**
  509. * Read 32 bit signed integer value.
  510. *
  511. * @method readInt
  512. * @param {DataView} data Dataview to read data from.
  513. * @return {Number} Data read from the dataview.
  514. */
  515. readInt: function ( data ) {
  516. var v = data.getInt32( this.position, true );
  517. this.position += 4;
  518. return v;
  519. },
  520. /**
  521. * Read 16 bit signed integer value.
  522. *
  523. * @method readShort
  524. * @param {DataView} data Dataview to read data from.
  525. * @return {Number} Data read from the dataview.
  526. */
  527. readShort: function ( data ) {
  528. var v = data.getInt16( this.position, true );
  529. this.position += 2;
  530. return v;
  531. },
  532. /**
  533. * Read 64 bit unsigned integer value.
  534. *
  535. * @method readDWord
  536. * @param {DataView} data Dataview to read data from.
  537. * @return {Number} Data read from the dataview.
  538. */
  539. readDWord: function ( data ) {
  540. var v = data.getUint32( this.position, true );
  541. this.position += 4;
  542. return v;
  543. },
  544. /**
  545. * Read 32 bit unsigned integer value.
  546. *
  547. * @method readWord
  548. * @param {DataView} data Dataview to read data from.
  549. * @return {Number} Data read from the dataview.
  550. */
  551. readWord: function ( data ) {
  552. var v = data.getUint16( this.position, true );
  553. this.position += 2;
  554. return v;
  555. },
  556. /**
  557. * Read string value.
  558. *
  559. * @method readString
  560. * @param {DataView} data Dataview to read data from.
  561. * @param {Number} maxLength Max size of the string to be read.
  562. * @return {String} Data read from the dataview.
  563. */
  564. readString: function ( data, maxLength ) {
  565. var s = '';
  566. for ( var i = 0; i < maxLength; i ++ ) {
  567. var c = this.readByte( data );
  568. if ( ! c ) {
  569. break;
  570. }
  571. s += String.fromCharCode( c );
  572. }
  573. return s;
  574. },
  575. /**
  576. * Print debug message to the console.
  577. *
  578. * Is controlled by a flag to show or hide debug messages.
  579. *
  580. * @method debugMessage
  581. * @param {Object} message Debug message to print to the console.
  582. */
  583. debugMessage: function ( message ) {
  584. if ( this.debug ) {
  585. console.log( message );
  586. }
  587. }
  588. } );
  589. // var NULL_CHUNK = 0x0000;
  590. var M3DMAGIC = 0x4D4D;
  591. // var SMAGIC = 0x2D2D;
  592. // var LMAGIC = 0x2D3D;
  593. var MLIBMAGIC = 0x3DAA;
  594. // var MATMAGIC = 0x3DFF;
  595. var CMAGIC = 0xC23D;
  596. var M3D_VERSION = 0x0002;
  597. // var M3D_KFVERSION = 0x0005;
  598. var COLOR_F = 0x0010;
  599. var COLOR_24 = 0x0011;
  600. var LIN_COLOR_24 = 0x0012;
  601. var LIN_COLOR_F = 0x0013;
  602. // var INT_PERCENTAGE = 0x0030;
  603. // var FLOAT_PERCENTAGE = 0x0031;
  604. var MDATA = 0x3D3D;
  605. var MESH_VERSION = 0x3D3E;
  606. var MASTER_SCALE = 0x0100;
  607. // var LO_SHADOW_BIAS = 0x1400;
  608. // var HI_SHADOW_BIAS = 0x1410;
  609. // var SHADOW_MAP_SIZE = 0x1420;
  610. // var SHADOW_SAMPLES = 0x1430;
  611. // var SHADOW_RANGE = 0x1440;
  612. // var SHADOW_FILTER = 0x1450;
  613. // var RAY_BIAS = 0x1460;
  614. // var O_CONSTS = 0x1500;
  615. // var AMBIENT_LIGHT = 0x2100;
  616. // var BIT_MAP = 0x1100;
  617. // var SOLID_BGND = 0x1200;
  618. // var V_GRADIENT = 0x1300;
  619. // var USE_BIT_MAP = 0x1101;
  620. // var USE_SOLID_BGND = 0x1201;
  621. // var USE_V_GRADIENT = 0x1301;
  622. // var FOG = 0x2200;
  623. // var FOG_BGND = 0x2210;
  624. // var LAYER_FOG = 0x2302;
  625. // var DISTANCE_CUE = 0x2300;
  626. // var DCUE_BGND = 0x2310;
  627. // var USE_FOG = 0x2201;
  628. // var USE_LAYER_FOG = 0x2303;
  629. // var USE_DISTANCE_CUE = 0x2301;
  630. var MAT_ENTRY = 0xAFFF;
  631. var MAT_NAME = 0xA000;
  632. var MAT_AMBIENT = 0xA010;
  633. var MAT_DIFFUSE = 0xA020;
  634. var MAT_SPECULAR = 0xA030;
  635. var MAT_SHININESS = 0xA040;
  636. // var MAT_SHIN2PCT = 0xA041;
  637. var MAT_TRANSPARENCY = 0xA050;
  638. // var MAT_XPFALL = 0xA052;
  639. // var MAT_USE_XPFALL = 0xA240;
  640. // var MAT_REFBLUR = 0xA053;
  641. // var MAT_SHADING = 0xA100;
  642. // var MAT_USE_REFBLUR = 0xA250;
  643. // var MAT_SELF_ILLUM = 0xA084;
  644. var MAT_TWO_SIDE = 0xA081;
  645. // var MAT_DECAL = 0xA082;
  646. var MAT_ADDITIVE = 0xA083;
  647. var MAT_WIRE = 0xA085;
  648. // var MAT_FACEMAP = 0xA088;
  649. // var MAT_TRANSFALLOFF_IN = 0xA08A;
  650. // var MAT_PHONGSOFT = 0xA08C;
  651. // var MAT_WIREABS = 0xA08E;
  652. var MAT_WIRE_SIZE = 0xA087;
  653. var MAT_TEXMAP = 0xA200;
  654. // var MAT_SXP_TEXT_DATA = 0xA320;
  655. // var MAT_TEXMASK = 0xA33E;
  656. // var MAT_SXP_TEXTMASK_DATA = 0xA32A;
  657. // var MAT_TEX2MAP = 0xA33A;
  658. // var MAT_SXP_TEXT2_DATA = 0xA321;
  659. // var MAT_TEX2MASK = 0xA340;
  660. // var MAT_SXP_TEXT2MASK_DATA = 0xA32C;
  661. var MAT_OPACMAP = 0xA210;
  662. // var MAT_SXP_OPAC_DATA = 0xA322;
  663. // var MAT_OPACMASK = 0xA342;
  664. // var MAT_SXP_OPACMASK_DATA = 0xA32E;
  665. var MAT_BUMPMAP = 0xA230;
  666. // var MAT_SXP_BUMP_DATA = 0xA324;
  667. // var MAT_BUMPMASK = 0xA344;
  668. // var MAT_SXP_BUMPMASK_DATA = 0xA330;
  669. var MAT_SPECMAP = 0xA204;
  670. // var MAT_SXP_SPEC_DATA = 0xA325;
  671. // var MAT_SPECMASK = 0xA348;
  672. // var MAT_SXP_SPECMASK_DATA = 0xA332;
  673. // var MAT_SHINMAP = 0xA33C;
  674. // var MAT_SXP_SHIN_DATA = 0xA326;
  675. // var MAT_SHINMASK = 0xA346;
  676. // var MAT_SXP_SHINMASK_DATA = 0xA334;
  677. // var MAT_SELFIMAP = 0xA33D;
  678. // var MAT_SXP_SELFI_DATA = 0xA328;
  679. // var MAT_SELFIMASK = 0xA34A;
  680. // var MAT_SXP_SELFIMASK_DATA = 0xA336;
  681. // var MAT_REFLMAP = 0xA220;
  682. // var MAT_REFLMASK = 0xA34C;
  683. // var MAT_SXP_REFLMASK_DATA = 0xA338;
  684. // var MAT_ACUBIC = 0xA310;
  685. var MAT_MAPNAME = 0xA300;
  686. // var MAT_MAP_TILING = 0xA351;
  687. // var MAT_MAP_TEXBLUR = 0xA353;
  688. var MAT_MAP_USCALE = 0xA354;
  689. var MAT_MAP_VSCALE = 0xA356;
  690. var MAT_MAP_UOFFSET = 0xA358;
  691. var MAT_MAP_VOFFSET = 0xA35A;
  692. // var MAT_MAP_ANG = 0xA35C;
  693. // var MAT_MAP_COL1 = 0xA360;
  694. // var MAT_MAP_COL2 = 0xA362;
  695. // var MAT_MAP_RCOL = 0xA364;
  696. // var MAT_MAP_GCOL = 0xA366;
  697. // var MAT_MAP_BCOL = 0xA368;
  698. var NAMED_OBJECT = 0x4000;
  699. // var N_DIRECT_LIGHT = 0x4600;
  700. // var DL_OFF = 0x4620;
  701. // var DL_OUTER_RANGE = 0x465A;
  702. // var DL_INNER_RANGE = 0x4659;
  703. // var DL_MULTIPLIER = 0x465B;
  704. // var DL_EXCLUDE = 0x4654;
  705. // var DL_ATTENUATE = 0x4625;
  706. // var DL_SPOTLIGHT = 0x4610;
  707. // var DL_SPOT_ROLL = 0x4656;
  708. // var DL_SHADOWED = 0x4630;
  709. // var DL_LOCAL_SHADOW2 = 0x4641;
  710. // var DL_SEE_CONE = 0x4650;
  711. // var DL_SPOT_RECTANGULAR = 0x4651;
  712. // var DL_SPOT_ASPECT = 0x4657;
  713. // var DL_SPOT_PROJECTOR = 0x4653;
  714. // var DL_SPOT_OVERSHOOT = 0x4652;
  715. // var DL_RAY_BIAS = 0x4658;
  716. // var DL_RAYSHAD = 0x4627;
  717. // var N_CAMERA = 0x4700;
  718. // var CAM_SEE_CONE = 0x4710;
  719. // var CAM_RANGES = 0x4720;
  720. // var OBJ_HIDDEN = 0x4010;
  721. // var OBJ_VIS_LOFTER = 0x4011;
  722. // var OBJ_DOESNT_CAST = 0x4012;
  723. // var OBJ_DONT_RECVSHADOW = 0x4017;
  724. // var OBJ_MATTE = 0x4013;
  725. // var OBJ_FAST = 0x4014;
  726. // var OBJ_PROCEDURAL = 0x4015;
  727. // var OBJ_FROZEN = 0x4016;
  728. var N_TRI_OBJECT = 0x4100;
  729. var POINT_ARRAY = 0x4110;
  730. // var POINT_FLAG_ARRAY = 0x4111;
  731. var FACE_ARRAY = 0x4120;
  732. var MSH_MAT_GROUP = 0x4130;
  733. // var SMOOTH_GROUP = 0x4150;
  734. // var MSH_BOXMAP = 0x4190;
  735. var TEX_VERTS = 0x4140;
  736. var MESH_MATRIX = 0x4160;
  737. // var MESH_COLOR = 0x4165;
  738. // var MESH_TEXTURE_INFO = 0x4170;
  739. // var KFDATA = 0xB000;
  740. // var KFHDR = 0xB00A;
  741. // var KFSEG = 0xB008;
  742. // var KFCURTIME = 0xB009;
  743. // var AMBIENT_NODE_TAG = 0xB001;
  744. // var OBJECT_NODE_TAG = 0xB002;
  745. // var CAMERA_NODE_TAG = 0xB003;
  746. // var TARGET_NODE_TAG = 0xB004;
  747. // var LIGHT_NODE_TAG = 0xB005;
  748. // var L_TARGET_NODE_TAG = 0xB006;
  749. // var SPOTLIGHT_NODE_TAG = 0xB007;
  750. // var NODE_ID = 0xB030;
  751. // var NODE_HDR = 0xB010;
  752. // var PIVOT = 0xB013;
  753. // var INSTANCE_NAME = 0xB011;
  754. // var MORPH_SMOOTH = 0xB015;
  755. // var BOUNDBOX = 0xB014;
  756. // var POS_TRACK_TAG = 0xB020;
  757. // var COL_TRACK_TAG = 0xB025;
  758. // var ROT_TRACK_TAG = 0xB021;
  759. // var SCL_TRACK_TAG = 0xB022;
  760. // var MORPH_TRACK_TAG = 0xB026;
  761. // var FOV_TRACK_TAG = 0xB023;
  762. // var ROLL_TRACK_TAG = 0xB024;
  763. // var HOT_TRACK_TAG = 0xB027;
  764. // var FALL_TRACK_TAG = 0xB028;
  765. // var HIDE_TRACK_TAG = 0xB029;
  766. // var POLY_2D = 0x5000;
  767. // var SHAPE_OK = 0x5010;
  768. // var SHAPE_NOT_OK = 0x5011;
  769. // var SHAPE_HOOK = 0x5020;
  770. // var PATH_3D = 0x6000;
  771. // var PATH_MATRIX = 0x6005;
  772. // var SHAPE_2D = 0x6010;
  773. // var M_SCALE = 0x6020;
  774. // var M_TWIST = 0x6030;
  775. // var M_TEETER = 0x6040;
  776. // var M_FIT = 0x6050;
  777. // var M_BEVEL = 0x6060;
  778. // var XZ_CURVE = 0x6070;
  779. // var YZ_CURVE = 0x6080;
  780. // var INTERPCT = 0x6090;
  781. // var DEFORM_LIMIT = 0x60A0;
  782. // var USE_CONTOUR = 0x6100;
  783. // var USE_TWEEN = 0x6110;
  784. // var USE_SCALE = 0x6120;
  785. // var USE_TWIST = 0x6130;
  786. // var USE_TEETER = 0x6140;
  787. // var USE_FIT = 0x6150;
  788. // var USE_BEVEL = 0x6160;
  789. // var DEFAULT_VIEW = 0x3000;
  790. // var VIEW_TOP = 0x3010;
  791. // var VIEW_BOTTOM = 0x3020;
  792. // var VIEW_LEFT = 0x3030;
  793. // var VIEW_RIGHT = 0x3040;
  794. // var VIEW_FRONT = 0x3050;
  795. // var VIEW_BACK = 0x3060;
  796. // var VIEW_USER = 0x3070;
  797. // var VIEW_CAMERA = 0x3080;
  798. // var VIEW_WINDOW = 0x3090;
  799. // var VIEWPORT_LAYOUT_OLD = 0x7000;
  800. // var VIEWPORT_DATA_OLD = 0x7010;
  801. // var VIEWPORT_LAYOUT = 0x7001;
  802. // var VIEWPORT_DATA = 0x7011;
  803. // var VIEWPORT_DATA_3 = 0x7012;
  804. // var VIEWPORT_SIZE = 0x7020;
  805. // var NETWORK_VIEW = 0x7030;